GenBuffer() public static méthode

[requires: v1.5] Generates a single buffer object name
public static GenBuffer ( ) : int
Résultat int
Exemple #1
0
        protected override void OnLoad()
        {
            GL.ClearColor(1f, 1f, 1f, 1.0f);

            VertexBufferObject = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
            GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);

            VertexArrayObject = GL.GenVertexArray();
            GL.BindVertexArray(VertexArrayObject);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexArrayObject);
            GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);

            ElementBufferObject = GL.GenBuffer();
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, ElementBufferObject);
            GL.BufferData(BufferTarget.ElementArrayBuffer, indices.Length * sizeof(uint), indices, BufferUsageHint.StaticDraw);

            GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
            GL.EnableVertexAttribArray(0);

            Shader = new Shader(
                Path.GetFullPath(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"shaders\shader.vert.glsl")),
                Path.GetFullPath(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, @"shaders\shader.frag.glsl")));

            Shader.Use();

            _timer = new Stopwatch();
            _timer.Start();

            base.OnLoad();
        }
Exemple #2
0
        private static int storeDataInAttributeList(int attrib, int coordSize, float[] data)
        {
            int vboID = GL.GenBuffer();

            VBOs.Add(vboID);

            GL.BindBuffer(BufferTarget.ArrayBuffer, vboID);
            GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * data.Length, data, BufferUsageHint.DynamicDraw);
            GL.VertexAttribPointer(attrib, coordSize, VertexAttribPointerType.Float, false, 0, 0);
            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);

            return(vboID);
        }